Demoscene: 30 Years of Creative Programming

Total Page:16

File Type:pdf, Size:1020Kb

Demoscene: 30 Years of Creative Programming Demoscene: 30 years of creative programming Markku Reunanen [email protected] Demoscene? ● A technologically and creatively oriented community – A subculture? Hackers? Hobbyists? ● Started already in the early 1980s ● Main artifact: demos, real-time audiovisual presentations (and a lot more) Why interesting or notable? ● A pre-Internet worldwide community ● Tens of thousands of works ● Mirrors the changing times, cultural adoption ● Crossover with games, media art and so on Whoami ● Demo research since 2004 – Demoscene Research with Antti Silvast – Articles, WiderScreen thematic issue ● One of them, too. Mostly as a coder and a graphician (1991–) – Very common among other researchers as well Outline ● General properties ● A chronology ● Now and in the future ● Readings and other pointers Where are demos made? ● Largely a West and North European phenomenon, esp. (West) Germany and the Nordic Countries ● East Europe and Russia long behind the iron curtain, more activity after that ● Scarce elsewhere – Why? Hackers, otakus, technical reasons “A typical scener” ● Heavily male-dominant hobby – As they've tended to be in general ● Originally teenagers and youngster – Later on, growing old – not necessarily a youth culture anymore – … and little rotation Demogroups ● Demos are mostly made by groups – 3–5 people participate actively – Big and international groups, too ● Names such as: Scoopex, The Physical Crew, Booze Design ● And the Members have handles: Dr. Acid, Slayer, Marq – Notation: Broti/Digital Talk (“of”) Roles ● You need at least a: – Programmer (coder) – Musician – Graphician – In essence, quite standard roles ● Other duties, too: – Leader, organizer, swapper, SysOp, hangaround, mascot etc. Parties ● An important part of the culture – Started as copyparties – Networking, competitions, getting wasted – Typically yearly events (these days) ● Assembly, Revision, The Gathering, Alternative Party (The Party, Breakpoint) ● Party photos: http://www.slengpung.com/ Parties (2) Not only demos ● Sceners produce a lot more – Images – Music – Videos – Disk magazines, diskmags (esp. 1990s) – These days also some games Diskmags ● Scene journalism: R.A.W. #6 But is it art? ● Especially in the 1980s nobody thought they were doing “art” ● In the 1990s the art discourse emerges, together with “design demos” ● Recently, in the 2000s, very experimental works at times ● …so it must be art? But is it art? (2) ● On the other hand, the works are made for the community itself – Some rare demo exhibitions in museums (e.g. Kiasma 2003) ● Some sceners are in the media art circles, but they're a minority ● Own values, technically-oriented, rarely political A chronology ● Next let's look at some productions from the last 30 years ● There are possibly more than >100.000, so we can only scratch the surface ● For various platforms, so we'll stick to videos and emulators Apple II ● Apple's second computer, 1977 Crack screens ● http://artscene.textfiles.com/intros/APPLEII/ Commodore 64 ● World's most sold home computer, 1983 Crack intros ● Greetings and info screens at the beginning of cracked games Crack intros (2) ● Bragging and contacts important ● Ingenious effect programming ● The same intro reused multiple times ● Examples: – http://www.youtube.com/watch?v=78D9MwLPidw – http://www.youtube.com/watch?v=qd3_aYlAZwM – http://www.youtube.com/watch?v=ZsMViGUGaQM Towards demos ● Right from the beginning intros often made by someone else than the cracker ● Around 1990 an increasing divide – Legislation, different user generation, the death of C-64 – Swappers linked the two trades (pirates and demosceners) for long Megademos ● Multiple screen collections ● Initially “interactive” (press space) ● In the early1990s the continuous trackmo style ● Examples: – http://www.youtube.com/watch?v=fODLGHaMCsQ – http://www.youtube.com/watch?v=hBtd-Fwkacg Commodore Amiga (1985) ● Amiga 500 (1987) was popular here, too Peak Amiga ● Amiga-demos emerged already in the mid- 1980s – A notable competitor was the audiovisually poorer Atari ST (1984) ● Increasing self-awareness, better sound and graphics capabilities ● Commodore bankruptcy in 1994 Amiga demos ● Red Sector Megademo (1989) – http://www.youtube.com/watch?v=jcnqcF0b2xw ● Scoopex: Mental Hangover (1990) – http://www.youtube.com/watch?v=085cxkahmwY ● Spaceballs: State of the Art (1992) – http://www.youtube.com/watch?v=fPSst20JEcE ● Andromeda: Nexus-7 (1994, AGA) – http://www.youtube.com/watch?v=KnFTW10Piyw PC generations ● IBM PC, 1981 PC generations (2) ● A huge change in 34 years ● Initially poor sound and graphics capabilities ● Started improving towards the 1990s – SoundBlaster, Gravis UltraSound, VGA cards, CPU power ● Finally in the late 1990s affordable 3D accelerators PC demos ● Space Pigs Megademo (1990) – http://www.demoscene.tv/prod.php?id_prod=6650 ● Complex: Dope (1995) – http://www.youtube.com/watch?v=_yJ5M3BY2Ts ● Blasphemy: Moral Hard Candy (1999) – http://www.youtube.com/watch?v=OWdofIubBTM ● RGBA: Elevated (2009), 4k-intro – http://www.youtube.com/watch?v=_YWMGuh15nE Other platforms ● 1980s home computers – Sinclair ZX Spectrum, Atari ST, MSX, Amstrad CPC, Oric … ● Game consoles ● Mobile phones, PDAs ● Macintosh, Atari Falcon, Linux ● Browsers: Flash, JavaScript Fit-039: Boy (2008) ● If time allows :) Living fossils ● Old demo machines don't necessarily disappear – Nostalgia – Community – “Squeezing the last cycle out” ethics ● Especially the C-64 scene is still active – Even here a demoparty in 2015, Zoo Sceners now ● Many work in various fields of new media – Programmers, designers, musicians, researchers, IT specialists ● A pre-school for the game industry? ● You learn useful skills, but... – A too easy narrative, incorporation, byproduct The future of the scene? ● The community is still alive and productive, parties are held frequently – Large parties have turned game-centric ● Little rotation of members ● Certain decline in activity – Bent Stamnes's statistics: http://blog.subsquare.com/page/2/ Preservation challenges ● Machines and storage media don't last forever – Archives – Emulation – Videos: YouTube etc. – Migration, re-creation: rare ● Similar questions as in software, game and new media art preservation Readings ● Tamas Polgar (2005): Freax: The Brief History of the Demoscene ● Anders Carlsson (2009): The Forgotten Pioneers of Creative Hacking and Social Networking ● Markku Reunanen (2010): Computer Demos – What Makes Them Tick? Readings (2) ● Daniel Botz (2011): Kunst, Code und Maschine ● Patryk Wasiak (2012): 'Illegal Guys' ● WiderScreen thematic issue (1–2/2014) – http://www.widerscreen.fi/ Links ● Pouet.net: http://www.pouet.net/ ● CSDb: http://www.csdb.dk/ ● Demozoo: http://www.demozoo.org/ ● Scene.org: http://www.scene.org/ ● Party pics: http://www.slengpung.com/ ● http://en.wikipedia.org/wiki/Demoscene Thx! Questions? .
Recommended publications
  • Alive Dead Media 2020: Tracker and Chip Music
    Alive Dead Media 2020: Tracker and Chip Music 1st day introduction, Markku Reunanen Pics gracefully provided by Wikimedia Commons Arrangements See MyCourses for more details, but for now: ● Whoami, who’s here? ● Schedule of this week: history, MilkyTracker with Yzi, LSDJ with Miranda Kastemaa, holiday, final concert ● 80% attendance, two tunes for the final concert and a little jingle today ● Questions about the practicalities? History of Home Computer and Game Console Audio ● This is a vast subject: hundreds of different devices and chips starting from the late 1970s ● In the 1990s starts to become increasingly standardized (or boring, if you may :) so we’ll focus on earlier technology ● Not just hardware: how did you compose music with contemporary tools? ● Let’s hear a lot of examples – not using Zoom audio The Home Computer Boom ● At its peak in the 1980s, but started somewhat earlier with Apple II (1977), TRS-80 (1977) and Commodore PET (1977) ● Affordable microprocessors, such as Zilog Z80, MOS 6502 and the Motorola 6800 series ● In the 1980s the market grew rapidly with Commodore VIC-20 (1980) and C-64 (1982), Sinclair ZX Spectrum (1982), MSX compatibles (1983) … and many more! ● From enthusiast gadgets to game machines Enter the 16-bits ● Improving processors: Motorola 68000 series, Intel 8088/8086/80286 ● More colors, more speed, more memory, from tapes to floppies, mouse(!) ● Atari ST (1984), Commodore Amiga (1985), Apple Macintosh (1984) ● IBM PC and compatibles (1981) popular in the US, improving game capability Not Just Computers ● The same technology powered game consoles of the time ● Notable early ones: Fairchild Channel F (1976), Atari VCS aka.
    [Show full text]
  • Demoscene Outreach Tour
    together with Gargaj from Conspiracy and Steeler from DKEV/ THE MAN FROM THE AUDIENCE Breakpoint organizing, who where hosting screenings and talks I was handing out DVDs after the show when I quickly checked of their own. ›DEMOSCENE my bag and seeing that I was seriously quickly nearing the end OUTREACH TOUR: of my supply, I realized that it would be stupid of me to run out The previous year, Knos (also of Scene.org fame) and I had worked of discs on the second day of a five-day conference. I covered THE FULL STORY together to produce a DVD that we could hand out to the partici- the remaining few discs and started telling people around me pants of the screening. This DVD contained most of the nominated (PART 1)‹ that I unfortunately was out of discs. A little nasty perhaps, but I BY GLOOM OF EXCESS productions and a simple DVD menu-structure that allowed the would need them during one-on-one outreach meet-ups later on. viewer to quickly watch video-captured versions of the demos. At Suddenly a guy approached me from the back of the now thin- FMX/06, I had run out of these DVDs moments after the screening, ning crowd of people. “Do you have one for me as well?” he said. because everyone wanted a copy, so in 2007 I made sure to burn “Okay then,” I thought, and handed him a DVD. “Thanks for this” By now, most of you are probably aware of the demoscene out- twice as many copies.
    [Show full text]
  • Download the Pdf Here
    of people who got together through Bulletin Board Systems, THE PORTUGUESE DEMOSCENE Reckless Life BBS and Infinity BBS run by the infamous Captain Hook. The scene thrived through the nineties with the uprising HISTORY of IRC and the two issues of the diskmag, Infinity, put together BY PS OF TPOLM by Garfield, VAngel and Spellcaster if my memory serves me correctly. The first documented demoscene event in Portugal The Portuguese demoscene, as most Portuguese technology, ducing cheap labour for English-owned factories of the ZX Sin- was organized in 1996 and was called the Virtual Music Con- is a fluke of chance. For many years, Portugal held last place clair Spectrum family of machines. While kids in Central and test. It was just a simple tracking competition. Groups formed among Europe’s nations in iliteracy per capita and emigration. Northern Europe were playing with their Commodores and around this time were Radioactive Design (RD) with Garfield, Certified higher education for new technologies and arts has Ataris during the late eighties, in Portugal we were consuming only been institutionalized within the last 10 years. Even large Spectrum magnetic tapes. WHILE KIDS IN CENTRAL volume capitalist markets, such as the videogame industry, AND NORTHERN EUROPE are still in their infancy in Portugal. It has only been six years, THE BIRTH OF THE PORTUGUESE at most, since serious full time jobs became available in the WERE PLAYING WITH THEIR business. In fact Portugal is a country that mostly imports and DEMOSCENE COMMODORES AND ATARIS, IN consumes technology (2.5 cellphones per person on average) The first known demo made by a Portuguese demoscener was PORTUGAL WE WERE CONSUMING instead of developing and exporting it.
    [Show full text]
  • Text of the German Application of Art of Coding
    This is the Text of the German application of Art of Coding (www.http://demoscene-the-art-of-coding.net) with the purpose of bringing the demoscene onto the ​ ​ list of UNESCO intangible cultural heritage of humanity. The application was submitted in Oct 2019 and has been written in an collaborative community effort led by Tobias Kopka supported by Andre Kudra, Stephan Maienhöfer, Gleb Albert, Christian Brandt, Andreas Lange and many more who gave their hands at Digitale Kultur und Tastatur und Maus e.V. The structure depends on the form, which is given by the German UNESCO. In spite the structure differs from forms used in other countries text modules can be used for application in other countries. The texts in square brackets are part of the German form. Also every kind of feedback is welcome, which could be taken into account for future use. Use ‘team (at) demoscene-the-art-of-coding.net’ 1. Type of Immaterial Cultural Heritage [Please tick the applicable sections and elaborate in keywords (multi-selection possible, but not mandatory)] Section A) verbally passed on traditions and expressions [keywords]: own technical vocabulary, own idiom with specialized terminology, English is lingua franca Section B) performing arts (music, theatre, dance) [keywords]: composition, performant, live, public presentation, animation Section C) social tradition, (seasonal) celebration and ritual [keywords]: demoparties, competitions, visitor voting, price ceremonies Section D) Knowledge and customs, related to nature or the universe [keywords]: digitalized living environment, cyberspace, virtual reality Section E) traditional craftsmanship [keywords]: coding, composition, animation, adoption, do-it-yourself Section F) other 2.
    [Show full text]
  • Camila Schafer
    UNIVERSIDADE DO VALE DO RIO DOS SINOS (UNISINOS) PROGRAMA DE PÓS-GRADUAÇÃO EM CIÊNCIAS DA COMUNICAÇÃO (PPGCC) NÍVEL MESTRADO CAMILA SCHÄFER ENTRE O NOVO E O OBSOLETO: MEMÓRIA, RASTROS E AURA DO HARDWARE NA CHIPMUSIC SÃO LEOPOLDO Março de 2014 Camila Schäfer ENTRE O NOVO E O OBSOLETO: MEMÓRIA, RASTROS E AURA DO HARDWARE NA CHIPMUSIC Dissertação apresentada como requisito parcial para a obtenção do título de Mestre , pelo Programa de Pós- Graduação em Ciências da Comunicação da Universidade do Vale do Rio dos Sinos – UNISINOS. Área de concentração: Processos Midiáticos. Linha de Pesquisa: Mídias e Processos Audiovisuais. Orientador: Profª. Drª. Suzana Kilpp São Leopoldo Março de 2014 S296e Schäfer, Camila Entre o novo e o obsoleto: memória, rastros e aura do hardware na Chipmusic/ por Camila Schäfer. -- São Leopoldo, 2014. 136 f.: il. color; 30 cm. Dissertação (mestrado) – Universidade do Vale do Rio dos Sinos, Programa de Pós-Graduação em Ciências da Comunicação, São Leopoldo, RS, 2014. Área de concentração: Processos midiáticos. Linha de Pesquisa: Mídias e processos audiovisuais. Orientação: Profª. Drª. Suzana Kilpp, Escola da Indústria Criativa. 1.Videogames – Sonoplastia. 2.Jogos eletrônicos – Sonoplastia. 3.Som – Registro e reprodução – Técnicas digitais. 4.Computador – Música. 5.Hardware. I.Kilpp, Suzana. II.Título. CDU 004:794 004.4'277.4:794 Catalogação na publicação: Bibliotecária Carla Maria Goulart de Moraes – CRB 10/1252 AGRADECIMENTOS Como a maioria dos textos de agradecimento, inicio este reafirmando o que muitos outros já disseram: nenhuma pesquisa se constrói sozinha, assim como nenhum pesquisador realiza seu trabalho e se desenvolve sem a contribuição de outras pessoas.
    [Show full text]
  • The Demoscene Demo-Scene Related Events
    Barmer Straße 26 50679 Köln fon 0221 - 46 96 220 fax 0221 - 510756143 [email protected] Digitale Kultur was founded in 2003 as a friendly society in Cologne, Germany. The association presents the computer as a means of expressing artistic creativity and aims to support the communica- tion between creative people. To achieve this, the association orga- nizes demoparties and other The Demoscene demo-scene related events. Computers new realm http://www.digitalekultur.org http://www.demoscene.info In cooperation with http://www.scene.org Whoever mistakes computers for Parties: Fun and Competion being boring or non-creative will be The groups and their members meet at the legen- proven wrong by the demoscene. Here dary demoscene-parties. They meet, they party programmers, graphicians and musici- and vote for the best new releases. New techni- ans show off their real skills. ques are exchanged, new friends and contacts They direct music videos without dancers, set made. Some sceners travel thousands of kilo- and camera. Their special effects do not need any meters to attend. A party can last 3 or 4 days and stunt-coordinators or fog machines. What they need no one is gettting much sleep. The competitors is just a computer and their creativity. All directing show their skills in a dozen different categories, and effects, all shades and the whole soundtrack from the best 4 kb intro, the best music to thro- are created on the machine. wing a harddisk the farthest. And in addition to the recognition for being the producer of an asto- nishing demo the winners can also receive valu- able prices.
    [Show full text]
  • Computer Demos—What Makes Them Tick?
    AALTO UNIVERSITY School of Science and Technology Faculty of Information and Natural Sciences Department of Media Technology Markku Reunanen Computer Demos—What Makes Them Tick? Licentiate Thesis Helsinki, April 23, 2010 Supervisor: Professor Tapio Takala AALTO UNIVERSITY ABSTRACT OF LICENTIATE THESIS School of Science and Technology Faculty of Information and Natural Sciences Department of Media Technology Author Date Markku Reunanen April 23, 2010 Pages 134 Title of thesis Computer Demos—What Makes Them Tick? Professorship Professorship code Contents Production T013Z Supervisor Professor Tapio Takala Instructor - This licentiate thesis deals with a worldwide community of hobbyists called the demoscene. The activities of the community in question revolve around real-time multimedia demonstrations known as demos. The historical frame of the study spans from the late 1970s, and the advent of affordable home computers, up to 2009. So far little academic research has been conducted on the topic and the number of other publications is almost equally low. The work done by other researchers is discussed and additional connections are made to other related fields of study such as computer history and media research. The material of the study consists principally of demos, contemporary disk magazines and online sources such as community websites and archives. A general overview of the demoscene and its practices is provided to the reader as a foundation for understanding the more in-depth topics. One chapter is dedicated to the analysis of the artifacts produced by the community and another to the discussion of the computer hardware in relation to the creative aspirations of the community members.
    [Show full text]
  • VIDEO GAME SUBCULTURES Playing at the Periphery of Mainstream Culture Edited by Marco Benoît Carbone & Paolo Ruffino
    ISSN 2280-7705 www.gamejournal.it Published by LUDICA Issue 03, 2014 – volume 1: JOURNAL (PEER-REVIEWED) VIDEO GAME SUBCULTURES Playing at the periphery of mainstream culture Edited by Marco Benoît Carbone & Paolo Ruffino GAME JOURNAL – Peer Reviewed Section Issue 03 – 2014 GAME Journal A PROJECT BY SUPERVISING EDITORS Antioco Floris (Università di Cagliari), Roy Menarini (Università di Bologna), Peppino Ortoleva (Università di Torino), Leonardo Quaresima (Università di Udine). EDITORS WITH THE PATRONAGE OF Marco Benoît Carbone (University College London), Giovanni Caruso (Università di Udine), Riccardo Fassone (Università di Torino), Gabriele Ferri (Indiana University), Adam Gallimore (University of Warwick), Ivan Girina (University of Warwick), Federico Giordano (Università per Stranieri di Perugia), Dipartimento di Storia, Beni Culturali e Territorio Valentina Paggiarin, Justin Pickard, Paolo Ruffino (Goldsmiths, University of London), Mauro Salvador (Università Cattolica, Milano), Marco Teti (Università di Ferrara). PARTNERS ADVISORY BOARD Espen Aarseth (IT University of Copenaghen), Matteo Bittanti (California College of the Arts), Jay David Bolter (Georgia Institute of Technology), Gordon C. Calleja (IT University of Copenaghen), Gianni Canova (IULM, Milano), Antonio Catolfi (Università per Stranieri di Perugia), Mia Consalvo (Ohio University), Patrick Coppock (Università di Modena e Reggio Emilia), Ruggero Eugeni (Università Cattolica del Sacro Cuore, Milano), Roy Menarini (Università di Bologna), Enrico Menduni (Università di
    [Show full text]
  • TIMES of CHANGE in the DEMOSCENE a Creative Community and Its Relationship with Technology
    TIMES OF CHANGE IN THE DEMOSCENE A Creative Community and Its Relationship with Technology Markku Reunanen ACADEMIC DISSERTATION To be presented, with the permission of the Faculty of Humanities of the University of Turku, for public examination in Classroom 125 University Consortium of Pori, on February 17, 2017, at 12.00 TURUN YLIOPISTON JULKAISUJA – ANNALES UNIVERSITATIS TURKUENSIS Sarja - ser. B osa - tom. 428 | Humanoria | Turku 2017 TIMES OF CHANGE IN THE DEMOSCENE A Creative Community and Its Relationship with Technology Markku Reunanen TURUN YLIOPISTON JULKAISUJA – ANNALES UNIVERSITATIS TURKUENSIS Sarja - ser. B osa - tom. 428 | Humanoria | Turku 2017 University of Turku Faculty of Humanities School of History, Culture and Arts Studies Degree Programme in Cultural Production and Landscape Studies Digital Culture, Juno Doctoral Programme Supervisors Professor Jaakko Suominen University lecturer Petri Saarikoski University of Turku University of Turku Finland Finland Pre-examiners Professor Nick Montfort Associate professor Olli Sotamaa Massachusetts Institute of Technology University of Tampere United States Finland Opponent Assistant professor Carl Therrien University of Montreal Canada The originality of this thesis has been checked in accordance with the University of Turku quality assurance system using the Turnitin OriginalityCheck service. ISBN 978-951-29-6716-2 (PRINT) ISBN 978-951-29-6717-9 (PDF) ISSN 0082-6987 (PRINT) ISSN 2343-3191 (ONLINE) Cover image: Markku Reunanen Juvenes Print, Turku, Finland 2017 Abstract UNIVERSITY OF TURKU Faculty of Humanities School of History, Culture and Arts Studies Degree Programme in Cultural Production and Landscape Studies Digital Culture REUNANEN, MARKKU: Times of Change in the Demoscene: A Creative Commu- nity and Its Relationship with Technology Doctoral dissertation, 100 pages, 88 appendix pages January 17, 2017 The demoscene is a form of digital culture that emerged in the mid-1980s after home computers started becoming commonplace.
    [Show full text]
  • Experiences and Challenges in Fatality Reduction on Polish Roads
    sustainability Article Experiences and Challenges in Fatality Reduction on Polish Roads Kazimierz Jamroz , Marcin Budzy ´nski , Aleksandra Romanowska * , Joanna Zukowska˙ , Jacek Oskarbski and Wojciech Kustra Faculty of Civil and Environmental Engineering, Gdansk University of Technology, 80-233 Gda´nsk,Poland; [email protected] (K.J.); [email protected] (M.B.); [email protected] (J.Z.);˙ [email protected] (J.O.); [email protected] (W.K.) * Correspondence: [email protected]; Tel.: +48-58-347-17-97 Received: 31 December 2018; Accepted: 11 February 2019; Published: 13 February 2019 Abstract: According to the UN, road safety is the key to achieving sustainable development goals, yet the complexity of how road accidents happen makes this a difficult challenge leaving many countries struggling with the problem. For years, Poland has infamously been one of the EU’s top countries for road-accident fatality rates. Despite that, it has made significant progress in the last thirty years with a fatality reduction of more than 60%. A number of factors have contributed to this result: improving the socioeconomic situation, improving road safety measures, changing road user behaviour and changing national road safety programmes. This article presents Poland’s approach to road safety and, in particular, Vision Zero, adopted in 2005. Poland’s road safety changed over the years as the country learned from its successes and failures. Tools for forecasting fatalities were developed and used to identify the main factors that have helped to reduce deaths. An assessment was conducted on how Poland could implement Vision Zero until 2050 under different road safety scenarios.
    [Show full text]
  • Ad Hoc Working Group to Reassess Daptomycin Breakpoint for Enterococci
    Ad Hoc Working Group to Reassess Daptomycin Breakpoint for Enterococci Jim Jorgensen (co-Chair) Mike Satlin (co-Chair) German Esparza Amy Mathers Linda Miller Elizabeth Palavecino Robin Patel Katherine Young Barbara Zimmer Romney Humphries and Shelley Miller (Advisors) David Nicolau and Joe Kuti (Advisors) Cesar Arias (Advisors) CLSI January 2018 Proposal for Daptomycin/Enterococci Breakpoints • Susceptible: ≤1 μg/mL* • Susceptible-Dose Dependent: 2-4 μg/mL** • Resistant: ≥ 8 μg/mL Comments: *Based on a dosage regimen of 6 mg/kg/day in adults **Increased daptomycin doses of 10-12 mg/kg are recommended for infections caused by these organisms, with potential consideration of combination therapy. • AHWG vote: 5-0-0-4 (Approval) • Breakpoint WG approved this 11-0-1-1 (Approval) • Subcommittee vote: 7-6-0-0 (Did not pass) What concerns were raised in January that led to failure to obtain approval? • Safety of recommending higher doses of daptomycin than what is in the FDA label • CK elevations and rhabdomyolysis • Eosinophilic pneumonitis? • Should we separate E. faecium breakpoints from other enterococci and is so should we just have S-DD and R (instead of S, S-DD, and R) • Other concerns: • For all infections? What about urinary tract infections? • Lack of clarity around “combination therapy” Microbiologic data: MIC Distributions ECV would be 4 μg/mL for E. faecium UCLA Data International EUCAST MIC Distributions Microbiologic Data: AST Testing: E. faecium UCLA: MIC ≥8 μg/mL UCLA: MIC ≤1 μg/mL Multicenter study: MIC 2-4 μg/mL • 84% of reads ≥8 μg/mL • 78% of reads ≤2 μg/mL Very difficult to reliably separate isolates with MICs • 94% if remove outlier • 100% ≤4 μg/mL in the 2-4 μg/mL range Clinical Cutoff Are clinical outcomes worse with DAP MICs 3-4 μg/mL vs.
    [Show full text]
  • New Commodore Free Template
    Issue 53 August 2011 Free Commodore Computer Magazine In TEXT, PDF, SEQ, D64 and HTML www.commodorefree.com www.commodorefree.com CONTENTS EDITORIAL PAGE 3 READERS COMMENTS PAGE 4 NEWS PAGE 5 SCENEWORLD ISSUE 17 RELEASED NEWS PAGE 7 Vandalism News #57 RELEASED AMIGA POWER WEBSITE REVAMP Amiganoid 2011 SNAPSHOTTER UPDATE NEWS PAGE 8 Swamp Defense - Demo available for AmigaOS 4.1 Aladdin 4D 6.0 Beta Testers Wanted NEWS PAGE 11 The SEUCK Vault - Updated Ultimate Mag Archive update Timberwolf Progress Update NEWS PAGE 12 [A-EON updates] The "Golden" Child - Nemo revision 2.1 SID RECREATED NEWS PAGE 13 ACE128 OPERATING SYSTEM UPDATE NEWS PAGE 14 Cloanto Releases Amiga Forever and C64 Forever 2012 JIM SLIM MUSIC NEWS PAGE 15 PCI BUS SUPPORT IN NETBSD/AMIGA CSDB Random Release for android Forgotten Forest Commodore Free review PAGE 16 VicDoom PAGE 17 THE KEEP A game for the unexpanded Vic 20. PAGE 24 COMMODORE FREE INTERVIEW WITH PAGE 25 NAFCOM FROM POL EDGE GRINDER COMMODORE FREE REVIEW PAGE 28 Page 2 www.commodorefree.com EDITORIAL What the assembler hack hardcore c programming is going on! munications equipment, (apparently) but I don’t want to spoil Doom on the Vic 20 who would be dedicated to such a the interview so you need to read on. project? We still have the usual sprinkling of the latest gossip hidden in Well ok its not really doom; but it is a first person shoot-em-up secret messages we call the news section, carefully thrown to- with monsters and doors, Impossible that hardware can’t cope gether on the last day of the month and wait! We have yet the logic doesn’t add up, it will burn up on re entry; there isn’t more “cool stuff” enough processing power, captain I canny get a fix.
    [Show full text]